// Copyright (c) 2013, Hannes Würfel <hannes.wuerfel@student.hpi.uni-potsdam.de>
// Computer Graphics Systems Group at the Hasso-Plattner-Institute, Germany
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//   * Redistributions of source code must retain the above copyright notice,
//     this list of conditions and the following disclaimer.
//   * Redistributions in binary form must reproduce the above copyright
//     notice, this list of conditions and the following disclaimer in the
//     documentation and/or other materials provided with the distribution.
//   * Neither the name of the Computer Graphics Systems Group at the
//     Hasso-Plattner-Institute (HPI), Germany nor the names of its
//     contributors may be used to endorse or promote products derived from
//     this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.

#ifndef TRUNCATED_ABUFFER_TRANSPARENCY_H
#define TRUNCATED_ABUFFER_TRANSPARENCY_H

#include <qdx11/Dx11Utility.h>
#include "GeometryProducer.h"

class TruncatedABufferTransparency
{
public:
    TruncatedABufferTransparency(unsigned int averageTranslucentOverdraw);
    ~TruncatedABufferTransparency();

    void init(ID3D11Device* device, int msaaQuality);

    void render(ID3D11DeviceContext* context, ID3D11RenderTargetView* backBufferRTV, ID3D11DepthStencilView* depthStencilView, ID3D11ShaderResourceView* backgroundTex);
    void prepareStoreFragmentsPass(ID3D11DeviceContext* context, ID3D11DepthStencilView* depthStencilView);
    void finishStoreFragmentsPass(ID3D11DeviceContext* context);
    void createResources(ID3D11Device* device, int width, int height);

    inline ID3D11ShaderResourceView* headPointerBufferSRV() {return m_headPointerBufSRV;}
    inline ID3D11ShaderResourceView* nodesBufferSRV() {return m_nodesBufSRV;}

private:
    void createScreenQuad(ID3D11Device* device);

private:
    ID3D11RenderTargetView* m_offscreenRTV;
    ID3D11ShaderResourceView* m_offscreenSRV;

    ID3D11ShaderResourceView* m_headPointerBufSRV;
    ID3D11ShaderResourceView* m_nodesBufSRV;
    ID3D11UnorderedAccessView* m_headPointerBufUAV;
    ID3D11UnorderedAccessView* m_nodesBufUAV;
    
    ID3D11Buffer* m_nodesBuf;
    ID3D11Buffer* m_headPointerBuf;
    ID3D11Buffer* m_quadVB;
    ID3D11Buffer* m_quadIB;
    GeometryProducer::Geometry m_screenQuad;

    int m_4xMSAAQuality;
    unsigned int m_averageTranslucentOverdraw;

    struct NodeData 
    {
        unsigned int color;
        unsigned int depth;
        unsigned int next;
    };
};

#endif // TRUNCATED_ABUFFER_TRANSPARENCY_H